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Plunder
There’s a difference between plunder and the gold pieces in a pirate’s pocket. While gold doubloons and fabulous jewelry can be plunder, pirates are rarely lucky enough to encounter a ship with a hold full of such treasures. Typically, there are trade goods, foodstuffs, spices, and valuables of a more mundane sort. Such takes can fetch significant prices, but for scallywags more interested in looting than the specifics of what they loot, this system provides a way for parties to track their plunder without getting bogged down by lists of commonplace cargo and their values down to the copper piece. Aside from streamlining the collection of riches, this system also allows characters to increase their infamy, paying off crew members and spreading their wealth with more appealing dispensations of loot than what was aboard the last merchant ship they robbed.
Community | Base Sale % | DC to Increase | Maximum Sale % |
---|---|---|---|
Size | (GP for Plunder) | Sale | (Max DC & GP for Plunder) |
Thorp | 10% (100 gp) | 10 + 5 per 5% | 20% (DC 20; 200 gp) |
Hamlet | 20% (200 gp) | 10 + 5 per 5% | 30% (DC 20; 300 gp) |
Village | 30% (300 gp) | 10 + 5 per 5% | 40% (DC 20; 400 gp) |
Small town | 40% (400 gp) | 10 + 5 per 5% | 60% (DC 30; 600 gp) |
Large town | 60% (600 gp) | 10 + 5 per 5% | 80% (DC 30; 800 gp) |
Small city | 80% (800 gp) | 10 + 10 per 5% | 90% (DC 30; 900 gp) |
Large city | 90% (900 gp) | 10 + 10 per 10% | 120% (DC 40; 1,200 gp) |
Metropolis | 100% (1,000 gp) | 10 + 10 per 10% | 140% (DC 50; 1,400 gp) |